
I couldn't miss the chance to practice my drawing!
Graphical bugs are visual errors that have no effect on gameplay.
Appearances
Final Fantasy
The invisible woman of Cornelia could be considered a graphical bug.
The Sea Troll's sprite may appear lighter than intended in the NES version.
Final Fantasy IV
Falcon instead of Red Wings' airship.
When Kain approaches the Enterprise above Troia, his airship uses the Red Wings or Enterprise sprite. When Kain takes the party to the Tower of Zot, it uses the sprite of the Falcon, minus the drill, instead.
In the GBA version, a glitch may cause the Smoke particle effect to not appear on all characters, though the ability will still succeed.
Final Fantasy V
Double face Bartz.
On the Super Famicom version, when a Blue Mage Bartz attacks an enemy physically with the Attack command, the Blue Mage's right hand attack animation is that of Bartz's face tile. This happens because there are two identical tiles with Bartz's Blue Mage face: one for the face and the other for the right hand.
A minor graphics glitch prevents the player from seeing the Roulette cursor if they attempt to target a party member or enemy with any sort of action while Roulette is being used.
Final Fantasy VI
- Vanish/Magitek bug
Locke after losing the invisible status.
Invisible status interferes with the magitek armor graphic. If invisible status is given to a character who is wearing the magitek armor, the character's legs and feet appear outside the armor. This bug will persist when invisibility is lost, but this only lasts so long as the person has invisible status (or if removed, for the remainder of the current battle). There is a bugfix patch that players can use to fix it on the SNES version.
- Death/Magitek bug
Half of Locke's soul being taking away.
If the player casts Death on a party member while wearing magitek armor, the Grim Reaper will only take the character's upper body. There is a bugfix patch that players can use to fix this on the SNES version.
- Get hit bug
Locke facing the wrong way from 1000 Needles.
A very minor character sprite animation bug. Spells such as 1000 Needles and Magitek Laser that use the hit sprite of a character always have the sprite facing left. This bug becomes evident with Back, Pincer, and Side attacks where the player can have a character facing right, or in the case of formation error bugs. A right-facing character will turn around when they switch to the struck sprite, appearing to take the spell from behind. There is a bugfix patch that players can use to fix this on the SNES version.
- Reflected spell bug
Shadow facing the wrong way when hit by Haste.
This bug is similar to the previous one. If a beneficial spell, such has Haste or Regen, is reflected off an enemy, they will reverse the targeted receiver of that spell while the spell's effect is running. This was fixed in the GBA version of the game. There is a bugfix patch that players can use to fix it on the SNES version.
- Tyrannosaur row change bug
This bug is exclusive to the Dragon's Neck Coliseum. If Haste or Slow is cast on Tyrannosaur, its graphic will shift one tile back while the spell's animation plays out, and revert to its original position afterwards. There is a bugfix patch that players can use to fix this on the SNES version.
- Magitek Armor bug
Terra and Locke still in Magitek Armor.
At the third part of Cyan's Soul, the player gets to pilot a magitek armor in an unknown cave. Whoever is party leader will get on a magitek armor on the map screen. If the player switches leaders, the previous leader will still technically have the magitek armor vehicle. This becomes evident at the ending cutscene of Cyan's Soul after Wrexsoul is defeated; all of the party members who were not in the lead at the end of the magitek armor portion, but took the lead sometime during that part, will show up in magitek armor at this time. Simply switching someone into the lead and back without leaving the subscreen, however, will not trigger the bug. There is a bugfix patch that players can use to fix it on the SNES version.
- Wavy animation bug
In the Anthology version, this bug occurs if the player casts Gravity, and is then hit by a heart or music note animation from enemy special attacks, such as Wing Snap from a Nettlehopper or Smirk from Brainpan. The heart or music note animation will fly straight at the target with glimpses of the wave-type path followed in its previous versions, making it obvious this new straight-flying behavior was not intended.
- Gogo's status screen bug
The red and yellow streak under Throw.
There's a red and yellow streak in Gogo's command options window that should not be there, located under the Throw command. The line comes from the very last line in Gogo's portrait. This portrait is mysteriously reprinted behind the window, and the last line comes out from behind the window due to a sprite priority bug. There is a bugfix patch that players can use to fix it on the SNES version.
- Zozo jumping bug
Locke climbing up facing left.
When the player jumps between buildings in Zozo, jumping left, the lead character does not look like they are doing anything out of the ordinary. Jumping right, however, looks awkward. The leader starts facing left, jumps facing right, and pulls themselves up while facing left. The NPC jumping between buildings does not exhibit this bug, it is limited only to the party leader.
- Phoenix Cave's chest bug
Chest closed even after Locke opened it.
A minor mapping bug occurs after recruiting Locke in the World of Ruin. At the end of the Phoenix Cave, the player will find Locke opening the chest and find the Phoenix magicite. If the player returns to the cave afterwards, the chest is mysteriously closed and there is no way to open it. There is a bugfix patch that players can use to fix it on the SNES version.
- Trance Terra running bug
Esper Terra standing still during an escape attempt.
When the player tries to run during battle with a transformed Terra, she is not depicted as attempting to run even though she is fully capable of doing so and will briefly be shown running when she successfully escapes. Oddly, a frozen character will be given a running animation, even though they are unable to flee. This is another graphical bug that happens because while the game prevents zombified, petrified, KO'd, sleeping, and stopped characters from getting the run animation, it also counts Trance characters as among those ineligible for running, but not frozen ones. There is a bugfix patch that players can use to fix it on the SNES version.
- Running while jumping bug
Celes jumping while running.
When a character jumps into the air and attempts to run away, the jumping character will jump into the air and appear to be running away instead of the usual poses utilized throughout the jumping animation. If the player stops running before the game completes the animation, the character's Jump poses will start midway through the animation. There is a bugfix patch that players can use to fix it on the SNES version.
- Scrambled soldier bug
A scrambled mash-up of Terra's and Sabin's sprites in place of a soldier.
During the Battle for the Frozen Esper, if the player moves all three parties to the top-right corner of the battlefield quickly enough, one of the soldiers will receive a scrambled-up sprite that contains pieces of Terra's and Sabin's sprites. If the screen is made to fade out for any reason, including opening the Main Menu, switching parties, or the fade-out that occurs when a soldier reaches Banon, the soldier's sprite will return to normal.
- Valigarmanda bug
Valigarmanda's tail missing a piece of graphic.
Valigarmanda's tail is missing a small piece of graphic when summoned on the SNES, PlayStation, and the Game Boy Advance. This is because his frame data is missing a byte pair. This was fixed in subsequent releases.
- Cafe sign flash bug
Flash and the non-flashing pixel.
The Cafe sign on the battle background of Zozo has five pixels that are set to the palette color 00. Since this color is used for the transparent color, when triggering an animation that requires a flash, those pixels will not flash. This is due to the changes made to the North American version due to censorship of the "Pub" altered to Cafe. This bug is not present in the Japanese version.
- Quasar-Tornado bug
A messed up Tornado.
The spell Quasar and Sabin's Soul Spiral can cause the Tornado spell's animation to glitch up if used in the same battle. If an enemy or ally casts Quasar, or Sabin uses Soul Spiral, following up with the Tornado spell will send out a glitched tornado. The effect of Tornado still works, but the animation will be glitched due to Quasar or Soul Spiral.
Final Fantasy VII
Several materia lying around in the environment are coded to appear as the wrong color. These include MP Turbo, which appears as a yellow Command Materia instead of a blue Support Materia, as well as Double-Cut and W-Magic, which appear as purple Independent Materia but are Command Materia. Additionally, Counter and Magic Counter appear as green Magic Materia, rather than Support Materia; however, they are both obscured in the environments they appear in.
The Pandora's Box enemy skill can duplicate the models of certain enemies, such as Scissors, Lost Number, Grangalan, Jenova∙SYNTHESIS, and Bizarro∙Sephiroth, after the animation finishes. Using it on enemies after a Chocobo has fled the battle can also create a transparent Chocobo model.
A cosmetic glitch involves Allemagne's model staying in the battle even after being defeated if it defeats itself with LV4 Death when in pincer formation (the player needs to manipulate it).
After giving Barret the Black Materia, it is possible to backtrack and do the Wutai sidequest, re-adding him to the party. This can cause issues in the later story cutscenes, such as him disappearing when confronted by Sephiroth masquerading as Tifa.
In the original Japanese PlayStation version, when defeating three Movers at once, the death animation for only one would play.
The original PC version fixed a glitch with Condor War, where entering the “Start the game?” menu whilst moving the cursor across the map would cause the game to display strings of Japanese from the minigame data files.
The original PC version also reactivated visible mouths on characters. A side effect from this is many NPCs having their mouths appear open, and erroneously blinking one eye instead of both eyes. The mobile and subsequent versions removed the mouths, but did not fix the irregular blinking.
Two changes in the original PC version that persist in later versions include the resizing of character models (the Chocobo mascot's model in the Wonder Square is shrunken, and one of the Black Capes in Nibelheim is enlarged) and one of the camera angles during Phoenix Flame being modified, now appearing off-center.
The original PC version featured a peculiar error with Vincent if he was in the party during the scene at the end of Part 1, where his character model would be stuck with one leg extended out into the air, though this was fixed in the 2012 re-release.
In the PC versions, a glitch can cause Cloud's field model to become extremely large and upside-down.
The Switch version initially had an issue with the screen turning black for a few frames during FMVs that transitioned into gameplay. Similarly, NPC models in the Xbox One version would flicker briefly. These issues were eventually patched.
Final Fantasy VIII
The original PC version had an issue when the player would cast Double or Triple: the game would say "Doppel" and "Trippel" during the spell animation, instead of the spells' proper names. The animations displayed for the Devour command would also be in German.
The PC versions of the game had missing graphics during GF animations. The portals that Leviathan and Tonberry emerge from and the clouds during Bahamut's summon animation are missing, while the beam from Eden's Eternal Breath no longer flashes. All sans Eden were fixed in Final Fantasy VIII Remastered.
A patched issue in Final Fantasy VIII Remastered version concerns the in-game cursor, which continuously flickered on-screen after selecting something in the menus.
Final Fantasy IX
If the eidolon Fenrir's Terrestrial Rage attack is summoned on Bombs, sometimes when they use Grow, their graphic will disappear and they become invisible. If the player then inflicts them with Poison or Darkness, only the status effect's graphics can be seen floating in the air.
The mobile and later versions have issues where characters no longer close their eyes when casting spells, and the eye-opening animation in Zidane's Detect Skill is missing. Camera angles can sometimes clip through surfaces and characters in battle as well.
Final Fantasy X
If an enemy's HP is extremely high, the Sensor and Scan displays may exhibit minor graphical glitches. The easiest way to observe this is to hack the game to increase an enemy's HP or remove a high HP enemy's immunity, but it can be done genuinely by repeatedly raising the HP of a Yu Pagoda.
At the Calm Lands, attempting to mount a chocobo and view the Scar scene simultaneously can cause a second Tidus model to attach to him, which also allows movement during the cutscene.
If Wakka is petrified by his own attack via the Stonetouch and/or Stonestrike abilities, his ball will be suspended high above his head. It will remain up in the air even if he is healed from petrification, although it does not hinder his ability to attack with it. Similarly, if a party member with a visual status effect (such as Regen or Sleep) is petrified and shattered simultaneously by an attack (or if Kimahri uses Self-Destruct), and Yuna summons an aeon, the visual effects of the statuses can briefly reappear. Dismissing the aeon and switching party members can cause the effects to disappear again.
The Abyss Worm's Regurgitate attack may end up making party members invisible until the swallowed characters have left the battleground for a summon or the battle ends, provided a character is under the effect of Guard or Sentinel when Abyss Worm uses this ability.
Auron's Shooting Star is capable of ejecting Ultima Buster's arms. Assuming they do not lose all of their HP from the attack, they will remain visible despite no longer being active. The regeneration animation will still function normally.
It is possible for Tidus to get stuck in his swimming animation when on land.
In the battles against Dark Shiva, Fafnir, Espada, Pteryx, Tanket and Malboro Menace, the turn order shown is usually inaccurate, as it assumes enemies will use a rank 3 ability for abilities that are actually programmed with a different rank. An identical issue happens with Penance's Left and Right Arms, as they gain the Haste status before each turn and lose it immediately after, but the displayed turn order assumes they will not gain Haste.
The International and later versions have an error regarding Evrae's model, where it appears misaligned when using its Swooping Scythe attack. Prior to the HD Remaster release, a similar issue occurred with Seymour Flux at the start of battle.
Various NPCs have their mouths hanging open during cutscenes in the HD Remaster. This typically only resolves if they say something in the scene.
A visual glitch in the Steam version concerns the weapon model for Kimahri's Spirit Lance, where the feathers and outer prongs are not rendered when the spear is viewed from the left side.
Final Fantasy X-2
If Concherer is defeated in its normal form, it will fade into pyreflies and disappear. If it is defeated in its Oversoul form, its shell will break and fall to the ground before fading like most fiends. This can also result in a bug where it can then be fought outside of its shell should it be encountered again.
Final Fantasy XI

A simple yet noticeable graphical error involved the front right foot of the Beetle family of monsters, which was placed backwards. Despite numerous player reports on the official forums and elsewhere, this error endured from the game's launch until the November 10th, 2015 version update, where it was fixed because a beetle was prominently featured in a cutscene.
Another long-lasting error was the dance glitch, which caused the goblins in Dynamis-Jeuno to move in place in unison after all players had been killed. This glitch persisted from the introduction of Dynamis in the February 26th, 2004 version update to the sweeping revamp of Dynamis in the May 10th, 2011 version update.
Final Fantasy XII
Among cosmetic glitches are the "flapping hair woman" in Rabanastre, close to the bridge near the Sandsea, wherein a NPC, when spoken to, will have wildly flapping hair for no apparent reason. One also exists in the Rabanastre Aerodome, but will only rarely be activated.
Dyce's character model if encountered in the Ogir-Yensa Sandsea was that of a generic pirate NPC with green clothes, rather than his unique model with black clothes and tattoos, which his later appearances use. This error was fixed in The Zodiac Age.
In the PlayStation 4 version of The Zodiac Age, Basch's red-vested model used for majority of the game as well as Balthier's character model are glitched, preventing Basch's hair and Balthier's hair, sleeves and earrings from moving in the wind.
Final Fantasy XIII
It is possible to render Snow's weapon outside of battle, letting him have a "different" coat on the field. If the player kills a beast on a mission with the Eidolon of another character, and the summoning is executed while the beast is attacking Snow, Snow's weapon stays on him, even on the field.
When traversing one of the staircases in Taejin's Tower, the camera can briefly get stuck.
In the PC version, playing at a resolution higher than 1280x720 results in the "Notes" section of the enemy intel screen not being displayed, though a downloadable fan-made fix was made available. There have also been reported issues when playing at a 2560x1440 resolution, where artifacts can be seen and a line occasionally appears across the bottom and right edges of the screen.
Final Fantasy XIII-2
Attempting to open a treasure sphere with Mog Throw just as a battle starts may cause it to stop spinning but continue to move up and down after the battle. Interacting with the sphere again will still yield its contents.
In the Steam port, a rendering issue exists for the rain texture used in areas such as Bresha Ruins 005 AF, causing it to appear choppy and white.
Lightning Returns: Final Fantasy XIII
The PC port introduced some graphical glitches, such as skybox and transparency flickering. High framerates with the Dynamic Frame Rate setting can also cause issues in the Wildlands when interacting with Rocky Crag Moles or the Gysahl Green planting spots at Canopus Farms, erasing the planted greens and sometimes preventing the spots from being used. This setting can also cause the moogle from the Decoy EP ability to clip through the floor, preventing it from being damaged by drawn attacks.
Final Fantasy XV
Various minor issues include hair on character models not rendering, deceased monster models moving around, broken character animations (including chocobo-riding animations; link-striking with a chocobo companion frequently fails to load the chocobo model), improper vehicle animations, and lighting issues (particularly in Galdin Quay snapshots in the PC version).
